je_saist

Renowned
  • Posts

    4197
  • Joined

  1. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    This thread has potential.
    I'm sorry... I truly am... for what I'm about to say.


    Intel's Intanium Processor also had Potential!
  2. Hyperstrike had the perfect picture for this thread's generation...

  3. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    The Devs (don't) care about giving Faathim a cellphone
    Oh hey, a tangent.

    *performs a Zwillinger*

    I do believe it's been stated in the past that the reason Faathim didn't get a cell-phone is that there was no in-game Lore explanation for how a signal would get out of the Prison. Remember that in the canon-lore Faathim uses the prison as a shield against the rest of Rularuu who constantly assault the structure.

    It was a nice try at a straw-argument though, I'll give you that.
  4. Quote:
    Originally Posted by Golden Girl View Post
    It's possible they could do something - they've said that they've not announced all the stuff in I21 yet, as they're wanting to focus at first on the new free-to-play options and the other non-gamepaly related changes.
    http://www.youtube.com/watch?v=A3b9gOtQoq4
  5. I don't have one... but I just finished building a Shield / Ice tank.

    I modified that build into a Stone / Shield Brute.

    This build will give you soft-cap to Melee, Ranged, and AOE attacks.

    http://www.cohplanner.com/mids/downl...3E7F01E0E2DA23

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Stone Fist
    • (A) Kinetic Combat - Accuracy/Damage
    • (7) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (9) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Deflection
    • (A) Luck of the Gambler - Recharge Speed
    • (3) Luck of the Gambler - Defense/Endurance
    • (3) Luck of the Gambler - Defense
    • (5) Steadfast Protection - Resistance/Endurance
    • (5) Steadfast Protection - Resistance/+Def 3%
    Level 2: Stone Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (9) Kinetic Combat - Damage/Endurance
    • (11) Kinetic Combat - Damage/Recharge
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    Level 4: Battle Agility
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Luck of the Gambler - Defense
    • (13) Luck of the Gambler - Defense/Endurance
    • (15) Kismet - Defense/Endurance
    • (15) Kismet - Accuracy +6%
    Level 6: Heavy Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (17) Kinetic Combat - Damage/Endurance
    • (19) Kinetic Combat - Damage/Recharge
    • (19) Kinetic Combat - Damage/Endurance/Recharge
    Level 8: True Grit
    • (A) Numina's Convalescence - Heal/Endurance
    • (21) Numina's Convalescence - Endurance/Recharge
    • (21) Numina's Convalescence - Heal/Recharge
    • (23) Numina's Convalescence - Heal/Endurance/Recharge
    • (23) Numina's Convalescence - Heal
    • (25) Numina's Convalescence - +Regeneration/+Recovery
    Level 10: Active Defense
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense
    Level 14: Super Jump
    • (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range
    • (25) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
    • (27) Winter's Gift - Slow Resistance (20%)
    Level 16: Against All Odds
    • (A) Endurance Reduction IO
    • (27) Endurance Reduction IO
    Level 18: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 20: Phalanx Fighting
    • (A) Luck of the Gambler - Defense
    Level 22: Seismic Smash
    • (A) Kinetic Combat - Accuracy/Damage
    • (29) Kinetic Combat - Damage/Endurance
    • (31) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    Level 24: Boxing
    • (A) Endurance Reduction IO
    Level 26: Tough
    • (A) Titanium Coating - Resistance
    • (43) Titanium Coating - Resistance/Endurance
    • (43) Titanium Coating - Resistance/Endurance/Recharge
    Level 28: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    Level 30: Taunt
    • (A) Perfect Zinger - Taunt/Range
    Level 32: Tremor
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (33) Scirocco's Dervish - Damage/Endurance
    • (33) Scirocco's Dervish - Damage/Recharge
    • (34) Scirocco's Dervish - Accuracy/Recharge
    • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 35: Shield Charge
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 38: Fault
    • (A) Stupefy - Accuracy/Recharge
    • (39) Stupefy - Endurance/Stun
    • (39) Stupefy - Accuracy/Endurance
    • (39) Stupefy - Stun/Range
    • (40) Stupefy - Accuracy/Stun/Recharge
    • (46) Stupefy - Chance of Knockback
    Level 41: Gloom
    • (A) Devastation - Chance of Hold
    • (45) Devastation - Accuracy/Damage/Endurance/Recharge
    • (45) Devastation - Accuracy/Damage
    Level 44: Darkest Night
    • (A) Endurance Reduction IO
    Level 47: Maneuvers
    • (A) Gift of the Ancients - Defense
    • (48) Gift of the Ancients - Defense/Endurance
    • (48) Gift of the Ancients - Defense/Endurance/Recharge
    Level 49: Grant Cover
    • (A) Gift of the Ancients - Defense/Endurance
    • (50) Gift of the Ancients - Defense/Endurance/Recharge
    Level 50: Nerve Radial Boost
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Fury
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Regenerative Tissue - +Regeneration
    • (42) Miracle - Heal/Endurance
    • (42) Miracle - Heal
    • (43) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (34) Performance Shifter - EndMod/Recharge
    • (37) Performance Shifter - EndMod/Accuracy/Recharge
    • (40) Performance Shifter - Accuracy/Recharge
    • (40) Performance Shifter - EndMod/Accuracy
    • (42) Performance Shifter - Chance for +End
  6. Quote:
    Originally Posted by SoulTouch View Post
    I left this game early February 2010, just last week I re subbed for a month, I am yet to purchase GR, however before I do I was hoping if the whole incarnate situation could possibly be explained to me? I've searched the forum and on the wiki etc and I still don't completely understand it, How many 'incarnates' can you get, or the powers or whatever?
    There are 10 known Incarnate Power-Slots.
    • Alpha
    • Judgement
    • Interface
    • Lore
    • Destiny
    • Genesis
    • Mind
    • Vitae
    • Omega

    You can have an Active Power for each slot.

    This means you can have 10 Incarnate Powers on any one character.

    Quote:
    How many +levels can you get because I see people outside of trials with 50+1
    Nobody knows yet.

    The Alpha-Slot level shift grants a permanent level-shift to a character in all of the in-game content.

    The Lore-Slot and Destiny-Slots also grant a level-shift, but only inside of Incarnate Trials.

    Future slots may also include level shifts only available inside of Incarnate Trials.

    Quote:
    is there a limit to the powers you can get?
    Yes and No.

    Yes, you can only have an active Incarnate-Power for each Incarnate-Slot you have unlocked.

    As of the current game release you can have an active Alpha Power, an active Lore Power, an active Destiny Power, an active Interface Power, and an Active Judgement Power.

    * * *

    No: You can build as many Incarnate Powers as you want to, and you can change between them.

    The Alpha Slot, for example, has 4 sub-categories: http://wiki.cohtitan.com/wiki/Alpha_Slot
    • Cardiac
    • Spiritual
    • Musculature
    • Nerve
    You are not limited to building only one Alpha-Slot boost. You can build BOTH a Cardiac AND a Spiritual Enhancement if you wanted to, and swap out depending on whether or not you needed more endurance or more recharge.

    Quote:
    whats the list of incarnate powers that are available?
    There is no Full list of each incarnate power that is available. All of the lists are broken up.

    http://wiki.cohtitan.com/wiki/Alpha_Slot_Abilities
    http://wiki.cohtitan.com/wiki/Destiny_Slot_Abilities
    http://wiki.cohtitan.com/wiki/Interface_Slot_Abilities
    http://wiki.cohtitan.com/wiki/Lore_Slot_Abilities
    http://wiki.cohtitan.com/wiki/Judgement_Slot_Abilities

    Quote:
    how long does it take
    How much time do you have to spend?

    No, this isn't a joke answer. Your question is the same kind of question as somebody asking "how long does a task force take?" Nobody can give you a straight answer. Some teams can bang out a Citadel Task Force in an hour and thirty minutes while other teams will struggle to complete the TF in three hours.

    Earning incarnate slots depends on factors beyond just yourself and your performance.

    We can tell you that earning incarnate slots and incarnate powers can take time, but nobody can tell you how much time.

    Quote:
    is there a noticeable effect on character performance, pve
    Yes and no.

    Do you have endurance management problems? Then yes, the Cardiac Alpha will likely improve your ability to sustain combat performance. If you don't have issues with endurance, Cardiac probably won't represent a significant boost to your powers.

    Do you have accuracy problems? Can't hit anything? Then yes, the Nerve Alpha will likely improve your ability to hit targets. If you don't have accuracy issues, Nerve probably won't represent a significant boost to your powers.

    Are you a debuffer with the ability to sustain regeneration debuffs? Then you probably won't find much value in the Diamagnetic Interface's regeneration debuff.

    Are you a debuffer with the ability to sustain defense debuffs? Then you probably won't find much value in the Paralytic Interface's defense debuff.

    The point is, what you are as an archtype will have just as much an impact on the potential of Incarnate Powers to buff your character as your enhancement build.

    We'd have to know what your strengths and weaknesses are without Incarnate Powers to answer questions over whether or not you'd be helped by any particular single Incarnate Power.

    Quote:
    pvp wise etc.
    Short version: does not matter.

    Quote:
    Thank you in advance, if anyone does take the time out to help me
    As Longboard points out, your questions are rather, loaded.

    You are looking for hard answers to subjective questions, such as asking how much time obtaining the powers take.

    A lot of what you want to know you'll likely be able to better figure out by playing the game.
  7. Quote:
    Originally Posted by SuperJe View Post
    recently back i was excited to make some new toons and i really like blasters, but i noticed a few things missing that i thought might make its way to blasters by this point. Just currious if there has been any word on..
    General rule is that the developers do not talk about power-sets until the power-sets are actually ready to be released.

    Quote:
    Dark blast

    Dark melee secondary
    These actually were addressed by Sunstorm back in 2009: http://boards.cityofheroes.com/showp...&postcount=213


    Quote:
    Radiation melee secondary.. (i know this has been a poplar request over the years for tanks and scrappers, dont see why it wouldnt make sense now with blasters getting radiation blast.)
    Um... popular request?

    I... don't think so.

    Here's a quick Google search of the boards.

    Yeah, it gets brought up... maybe once a year?

    Quote:
    anways, has there been any offical word on new sets coming or adding more of the cross power expansions like they have done over the last few years?
    Again, to reiterate. The developers do not talk about power-sets until the power-sets are either complete, or nearly complete.

    So no. There has been no word.
  8. Quote:
    First Ward’s Level range
    First Ward is a zone in Praetoria, continuing many of the storylines of that world. It takes place from levels 20 to 26
    Question:

    In the past it has been said that players will have to choose to move to Hero or Villain when they finish the existing Praetorian Loyalist / Resistance Arcs.

    Do the First Ward missions change this?

    Are Loyalist / Resistance's still required to complete the conversion at level 20 to Hero / Villain?

    Or can Loyalist / Resistance factions avoid the conversion and simply go straight to First Ward and start in-game content??

    Or can Loyalist / Resistance factions go to First Ward, but are given "Tourist Staus" : that is : they can participate in First Ward Missions, but not start First Ward content?
  9. Quote:
    Originally Posted by fur_nes View Post
    I had to laugh when I read this...

    Quote:
    Originally Posted by Positron
    ]One thing that I was making clear to everyone is that we needed to treat our subscribers, past as well as present, with the respect they deserve. I have seen what happens when an MMO decides that it needs "new blood" and doesn't care who they have to lose in order to get it. All that does is show your new customers that you have the power to change the rules whenever you feel like it, and the veteran customers left out in the cold become a lobbying force against new people wanting to try your game.
    he forgot to ad...."Except when it comes to pvp then neither us nor our Publisher have any financial reason to care"
    Edited for clarity.

    Okay, obviously, if I'm posting in this thread, I'm here to rain on your little parade.

    The fact is, from the time that PvP was added to the game in May 2005's Issue Number 4: Colosseum, to the so called "PvP Disaster" that was Issue 13 in December 2008, the Player-Versus-Player population never rose above single digit percentages.

    One of the developers went so far as to once say that the Old-Hollows map, the pre-issue 12 version, averaged more player traffic... that is the number of unique players entering the zone... for each server... than all of the PvP open-area zones and arenas combined.

    The simple facts are these: The PvP player population in City of Heroes was never large enough to justify the resources that were spent to develop Issue 4. The PvP player population has never been a large, or profitable, part of the player-base. NCSoft nor Paragon Studios have any financial incentive to focus on PvP development for this game, City Of Heroes.

    Now, as far as I am aware, NCSoft's official policy is that they would like to drive PvP-oriented gamers to their Aion and Guild Wars franchises, which have been successful in attracting a wide-range of Player-versus-Player enthusiasts.

    My suspicion is that unless NCSoft has a fundamental shift in policy; for example an overwhelming financial incentive; to fund the development of player-versus-player content for City of Heroes, it is very likely that Player-versus-player development is effectively halted.

    Now, I get what you are trying to accomplish here.

    If you think that you are going to be successful in rallying other Player-versus-Player enthusiasts against Matt "Positron" Miller for a deliberate out-of-context quote that is framed to make a non-existent player faction seem more important than it was ever was...

    You are not.
  10. Quote:
    Originally Posted by Quixotik View Post
    So, Hoarfrost is really just a wimpy heal that can't be buffed by Boost Power like other heals? That's not really very Epic.
    The devs use another internal name for those powers: Ancillary

    –adjective
    • 1. subordinate; subsidiary.
    • 2. auxiliary; assisting.
    Basically, the powers aren't supposed to be epic.

    Another aspect is that Hoarfrost was only added to the Blaster Ancillary Power Pool in Issue 13: http://www.cityofheroes.com/news/pat...nsibility.html

    As far as I'm aware the developers have never stated the exact reasons they added what powers they did to the Ancillary Power Pools in the I13 expansion. We do know some general rules of power-set development; such as the avoidance of power-set duplication; so it is possible to draw some conclusions as to why Hoarfrost was added over another existing ice power. Any additional attacks would already be in the ice blast primary pool or ice manipulation secondary pool. The Ancillary Pool already had the ice toggle debuff, the ice armor, and Hibernate.

    Given these factors, Hoarfrost was one of the few ice powers that was likely available for use.
  11. je_saist

    Lifetime Sub?

    Quote:
    Originally Posted by Forbin_Project View Post
    Seriously Je Saist? You need to have the difference between a hypthetical lifetime subscription and a premium account explained to you?

    Okay here ya go.

    Disclaimer: This is not real. It was faked up to show Je Saist the difference between a lifetime sub and a premium account.

    *snip image because you didn't get the point I was making*

    See Je Saist? A lifetime sub gets all the benefits of a VIP account without having to pay a sub fee for rest of the time the game remains active.
    You completely missed the point I was making to Yellowbeard.

    Let me pose the question another way:

    What players wanting a life-time-subscription asking for?
    • Is it to play the game without charge?
    • Or is it to get all the bonus's of playing the game without charge?
    Now, if a person is simply looking to play the game without charge... how... exactly... does this differ from letting an account drop to Premium?

    Depending on your vet status you "probably" aren't loosing anything that you've already gained in game.

    And if anything you may be able to save some cash just buying new staff out of Paragon Points.

    Now, if a person is looking to get all of the bonus's for having a subscription without paying the costs of a subscription... now we are back to why Life-time Subscription are a BAD FINANCIAL IDEA.

    An idea that has been shot down by anybody who has participated in Economics 001. Not necessarily graduated mind you... but participated.
  12. je_saist

    Lifetime Sub?

    Quote:
    Originally Posted by Yellowbeard View Post
    Given the huge paradigm shift that Freedom represents, it is not out of the question to ask if lifetime subscriptions are on the table. I would be surprised if there were not a segment of the community interested in this.

    I plan on using the store frequently and spending money beyond my subscription paragon point bonus. The same would apply with a lifetime sub. So, beyond an armchair business analysis, who would like it if we had the freedom to choose a lifetime sub?
    Let me pose a question to you Yellowbeard:

    Looking at this page: http://www.cityofheroes.com/news/fre...es.html#tabs-4

    And considering that we already know controllers / MM's are unlocked for "premium players" under the Paragon Rewards program...

    Could you tell me the difference between a life-time subscription and the premium subscription?
  13. Quote:
    Originally Posted by Katie V View Post
    My plan is to use the launcher on a Windows computer (actually, a Windows virtual machine) to download updates, copy the updates over to my Linux system, then launch the CoH client from the command line like always. As far as I can tell, the only way CoH detects that it's been run from the launcher is the presence of the "-project coh" command-line parameter, so not actually using the launcher shouldn't be a problem.
    I agree that this may be the only work-around.

    I hate it... and I'd rather see things change on the part of NCSoft.

    Quote:
    Does the launcher run in a VM?
    The launcher requires Microsoft .NET.

    So yes, if you have a Windows Operating System installed in a Virtual Machine, yes, the launcher will run.

    You still need an installation of a Windows Operating System.

    Quote:
    If so you could share the .wine/drive_c and point the launcher in the VM to the wine installation directory to update.
    The launcher can be... really difficult... to point.

    However, since the launcher does allow changing the installation point... this might work.

    Quote:
    Saves the reboot/copy time. Should also be able to run the VM headless and allow auto updating if you have the horsepower.
    Hmm. A complex solution. Does not get around the whole "have to have Microsoft Windows" problem... but possibly viable.
  14. Quote:
    Originally Posted by HardRider View Post
    lol...seriously lol

    i take it you have no idea how LONG it takes to Proliferate a single powerset...and as they have already mentioned whats coming..you'll have better luck for i22
    Yeah.

    With requests like this I get the impression that the player's belief is that the developers have already done all of the work to proliferate a power-set, such as:
    • Rebalanced all of the internal numbers versus the archtype numbers
      Such as Corruptors getting less damage on the initial attack punch, but adding damage on the back end through scourge.
      Giving brute's lower base damage, but balancing it against Fury Generation to be higher damage with fury
    • Re-arrange when players get various powers
      case in point being the proliferation of Psychic Blast powers Will Domination and Psychic Blast
    • Replace duplicate powers, remove non AT type powers, add AT type powers.
      Stalkers get their Assassin's blow at 6, Build up at 8, and Placate at 12. Period.
      Ignoring Energy Manipulation is which has been called an aberration that will not be repeated, Blaster's first secondary power is always an immobilize.
      referencing Epic Powers, Dominators get Sleet through Ice Mastery while Controllers don't. Controller's don't get Sleet because it's in their Cold Domination power-set.
      referencing Fire Melee, Tanks get Combustion, while Brute's and Scrapper's lose the extra AOE attack in return for an extra single target attack, Cremate.
    That's a list of stuff from just off the top of my head. Several years ago Sunstorm had a post that shed some light on the background development of power-sets: http://boards.cityofheroes.com/showp...&postcount=213

    When proliferating powers, or adding new powers, development is not just as simple as changing some numbers in a spread-sheet and calling it a day.
  15. unfortunately all of the tricks I had in mind are... well... not working.

    The OSX launcher isn't much use either. It was written within Xcode and from first viewpoint, doesn't seem like it is going to be an easy port.

    I really don't have much "good" news for Linux users. I'm pretty much the only Vocal forum poster on the subject, and if everything works right under Cedega or WINE, Paragon Studios will just get a Windows Xp compatibility tag... maybe with an odd looking video driver signature. As far as the beancounters are concerned, Linux users are a market they can safely ignore.

    Unless NCSoft decides to rewrite their launcher in a cross-platform toolkit that isn't crapware; e.g. QT; Linux users are basically going to get screwed.
  16. je_saist

    Giant Shivan

    Quote:
    Originally Posted by Samuel_Tow View Post
    I inferred that this wasn't Galaxy City because none of the buildings in any of those screenshots are actually IN Galaxy City and I didn't think the destruction of a zone could deposit new buildings in it. If we ARE getting a revamp of existing zones, though, that could be interesting. Something tells me we aren't, and this is just for that one zone.

    Also, I apologise for not looking at the file name of an inline image.
    Those buildings aren't, but that statue?

    Go look behind Galaxy's current City Hall.
  17. je_saist

    Giant Shivan

    Quote:
    Originally Posted by Johnny_Butane View Post
    Missed opportunity:

    It appears Shivans constitute themsevles with whatever matter is nearby where they land.

    In Bloody Bay they assimilated corpses from the graveyard and nuclear fallout.
    Here they've assimilated scrap and debris from the destruction.

    It would have been cool to have a giant abomination made out the smashed hero statues of Galaxy Girl, Orion, M1, etc; but with the body parts freakishly in the wrong places. So it's got like Orion's head for a fist and someone's partial torso for a foot, etc.

    Not really.

    With a limited number of statues in Galaxy, this sounds like something for a Giant Monster fight than a regular mob spawn.

    So there could be nothing missed here.
  18. honestly, I haven't upgraded to them, so I can't help you with this.
  19. Quote:
    Originally Posted by CactusBrawler View Post
    Despite an entirely new and much better hardware wise rig, I'm having problems running CoH. I'm putting it down (after hours of research) to conflicts between windows 7 64 bit and OpenGl.

    So any chance that a direct X version of the client is in the works?

    *Asks with hopeful puppy dog eyes.*
    Bloody forum login problem.

    Okay. Short Short Short version.

    First: DirectX is a Legacy API vendors are better off ignoring.

    There is no reason for Paragon Studios to take a flying leap into the computing dark ages with a limp-lementation of a DirectX renderer.

    Second: Nvidia has 64bit issues, not OpenGL issues.

    Your best bet for help, other than buying an AMD graphics card, is to inform Nvidia of your issues: http://www.nvidia.com/object/driverq...assurance.html
  20. je_saist

    Lifetime Sub?

    Quote:
    Originally Posted by Forbin_Project View Post
    Well for the record, if the devs were to give this idea even the remotest consideration I would think they would be wise to offer it with strict limitations to prevent it backfiring in their faces and end up costing the company a significant part of their future revenues.

    For example only offering it to customers that have had active accounts for at least 6 or 7 years.
    "If" the devs were to consider the option, I'd say... "Any Account with a retail code from CoH to CoV release with at least 3 years subscribed time"

    Yes... this time period was actually calculated for the time difference between the launch of City of Villains and Issue 13:

    http://paragonwiki.com/wiki/Issue_13
    http://paragonwiki.com/wiki/City_of_Villains

    As to why I would suggest it... well... honestly... I think it'd be a nicer gesture to a subsection of the player population.
  21. je_saist

    Lifetime Sub?

    Quote:
    Originally Posted by Yellowbeard View Post
    It's time to allow those of us who are interested to lock in permanent VIP status for COHF. What are the chances?
    part of me really wants to bring out the old dead horse picture for this thread...

    but honestly... after today's bombshell... I really can't fault you for trying.
  22. As far as I'm aware the Patron's have always conned as enemies on that particular arc.

    However, most people don't do that arc now since it's the one with the mole machines that take forever to defeat and offer no reward.
  23. Quote:
    Originally Posted by Hercules View Post
    They do have Hamidon ... seems like they could tweak that a bit to make something similar, although I'd prefer something that actually moves.
    Hamidon is also a cheat in the system.

    His mito's, for example, do have maximum protection and resistance to knock-effects. Reportedly their "flying" effect is gained by being immobilized on a tiny translucent platform. Pets, such as Phantom Army, can be observed using these platforms to jump from... or land upon.

    Regardless, they are still bipedal frames underneath used to mount the object in viewable space.
  24. Quote:
    Originally Posted by Quinch View Post
    Strictly speaking, that's not true - spiders and jaegers don't use bipedal skeletons, nor does Lusca. On the other hand, they also have a very limited palette of animations, so your point is still valid.
    actually they do, and it is true.

    The easiest way to demonstrate the underlying skeleton is with something like say, the Veteran Combat Pets: http://paragonwiki.com/wiki/Veteran_...mbat-Buff_Pets

    Get a cold dom and have them shield the Whisp or the Drone. You'll note that although these pets are presented to the player as a round floating object... the underlying skeleton is... a bipedal cross.

    What's probably going on with the micro-spiders and Jaegers is a "cheat' in the system. The underlying skeleton is a bipedal skeleton object that is given 100% translucency so that you can't see it, and outside of buff-object mappings such as Cold Domination Shields, there's no player exposed method to view the skeleton frame.

    Another method of exposing the skeleton is get a knockback heavy team-mate. You can create some... interesting physical interactions... where the Arachnos Tarantulas will collide and clip with objects on the basis of their skeletal frame.

    As far as giant monsters such as Lusca, I don't think the devs have ever said whether or not Lusca is based on a Skeleton or an "Object". My suspicion would be a bipedal frame with maximum immobilize, maximum knock-effect protection, and maximum knock-effect resistance. Regardless Lusca is still cheat on the system. Try targeting him sometime with a power that zeros in on the targeting location, such as Surveillance: http://paragonwiki.com/wiki/Munition...y#Surveillance

    You might notice that the actual targeting point for Lusca is inside the tentacles, indicating that there is a frame-underneath that the tentacles and head are overlapped upon.
  25. Yes and no.

    The subject of an improved power tray organization with "snap-to" effects has been brought up before: http://boards.cityofheroes.com/showthread.php?p=3016967

    As far as I'm aware, the Window Manger used by the in-game User Interface does not support "snap-to" or "auto-alignment." I am not aware of whether or not the WM in use could be updated to support "snap-to" and / or "auto-alignment" or if the entire window manager itself needs to be replaced

    There IS, however, a semi-cheat. You can lock the trays in your Options, which removes the little arrows for tray switching. Locking the trays allows you to make a more cohesive block... but you'll still have the problem that it's just a cheat.